Files
puzzle-quest/scenes/levels/parts/ListObjects.tscn
T
Vaillant Jeremy 81e6ceb003 Silence Godot 4 editor warnings (debugger)
Address every warning that surfaced in the running game's debugger:

- Drop deprecated 'graph_offset = Vector2(...)' lines from the three
  in-tree VisualShader resources (red.tres, green.tres,
  Summary.tscn). The property is editor-only graph pan, ignored at
  runtime but warns at load.
- Add android/.gdignore so Godot stops scanning the build template
  copies of red.tres/green.tres (which still had graph_offset). Tighten
  .gitignore to keep tracking the .gdignore marker only.
- Drop the broken 'nodes/fragment/connections = ...' line from the
  inline VisualShader in Summary.tscn — connections referenced
  out-of-bounds ports (e.g. port 1 on a 1-output node). The
  pre-compiled 'code = ...' string is kept so rendering is unaffected.
- Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn:
  the LightmapGI node no longer references it but Godot still loaded
  the (Godot-3-format) blob from the ext_resource declaration alone,
  triggering '(p_data.size() % 4) != 0'.
- Animation tracks: SlideReset (Template.tscn), BorderAnim
  (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a
  bezier track with empty PackedFloat32Array keys, which
  AnimationMixer rejects in Godot 4. Drop the empty x track in each
  (the y track held the actual motion).
- Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface
  format is the current Godot 4 variant. sm_stackgold.mesh in
  particular triggered the deprecation warning every load.

GDScript: rename function parameters and locals that shadowed
Node.name / Node.value in:
- db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value)
- scripts/Setting.gd untouched (no shadow, false positive earlier)
- scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path,
  _build_method)
- scenes/levels/Levels.gd (_create_animation_slide,
  _create_animation_warning, _add_animation_to_player,
  _create_button_info, _node_object_list)

lod plugin: Godot 4 added 'lod_bias' as a native property on
VisualInstance3D, which collided with the plugin's 'lod_bias' member
across all five lod_*.gd files. Rename to 'lod_distance_bias' so the
scripts parse again. Also drop Light3D.shadow_color writes in
lod_omni_light.gd and lod_spot_light.gd — that property was removed
in Godot 4, so the related shadow_value computation became dead code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 21:28:22 +02:00

96 lines
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[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/ui/themes/leather.theme" type="Theme" id=2]
[ext_resource path="res://assets/fonts/kirsty/kirsty_base.tres" type="FontFile" id=3]
[ext_resource path="res://assets/ui/icones/skull.png" type="Texture2D" id=4]
[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last-hover.png" type="Texture2D" id=6]
[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last.png" type="Texture2D" id=8]
[sub_resource type="Animation" id=1]
resource_name = "ObjectFind"
tracks/0/type = "bezier"
tracks/0/path = NodePath("ListContainer/TextureButtonLast/Label:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"points": PackedFloat32Array( 0, -0.25, 0, 0, 78.1, 34.9, -0.25, 0, 0, -66, 12.1, 0, 73.2, 0, -124.8, -41.9, -0.0948485, 109.2, 0.0619706, -58.8, 13.3, -0.187989, 93.6, 0.196425, 104.4, 0, -0.154843, -135.5, 0.25, 0 ),
"times": PackedFloat32Array( 0, 0.2, 0.4, 0.6, 0.8, 1 )
}
[sub_resource type="Animation" id=2]
tracks/0/type = "bezier"
tracks/0/path = NodePath("ListContainer/TextureButtonLast:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"points": PackedFloat32Array( 0, -0.25, 0, 0.0305311, 190.492, 170, -0.349132, 2.57608, 0.25, 0 ),
"times": PackedFloat32Array( 0, 1 )
}
[node name="Control" type="MarginContainer"]
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -196.0
offset_top = -450.0
offset_bottom = 450.0
grow_horizontal = 0
grow_vertical = 2
size_flags_vertical = 3
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ListContainer" type="VBoxContainer" parent="."]
offset_right = 196.0
offset_bottom = 900.0
custom_minimum_size = Vector2( 196, 900 )
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/separation = -14
alignment = 1
[node name="TextureButtonLast" type="TextureButton" parent="ListContainer"]
visible = false
offset_top = 409.0
offset_right = 196.0
offset_bottom = 490.0
focus_mode = 0
texture_normal = ExtResource( 8 )
texture_hover = ExtResource( 6 )
texture_focused = ExtResource( 6 )
[node name="Label" type="Label" parent="ListContainer/TextureButtonLast"]
anchor_right = 1.0
anchor_bottom = 1.0
theme = ExtResource( 2 )
theme_override_fonts/font = ExtResource( 3 )
text = "Last"
horizontal_alignment = 1
vertical_alignment = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="HBoxContainer" type="HBoxContainer" parent="ListContainer"]
visible = false
offset_top = 419.0
offset_right = 196.0
offset_bottom = 547.0
alignment = 1
[node name="TextureButtonIndice" type="TextureButton" parent="ListContainer/HBoxContainer"]
offset_left = 34.0
offset_right = 162.0
offset_bottom = 128.0
texture_normal = ExtResource( 4 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/ObjectFind = SubResource( 1 )
anims/ObjectFindAll = SubResource( 2 )